Noise Modeler: An Interactive Editor and Library for Procedural Terrains via Continuous Generation and Compilation of GPU Shaders - Archive ouverte HAL Access content directly
Conference Papers Year : 2015

Noise Modeler: An Interactive Editor and Library for Procedural Terrains via Continuous Generation and Compilation of GPU Shaders

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Abstract

In online procedural generation, content is generated as the game is running on the consumers computer. Our GPU-based Noise Modeler composites noise and other functions through a flow-graph editor similar to the ones used by procedural shader editors and offline terrain generators. Our framework enables non-programmers to edit models for procedural terrain while observing the effect of changes immediately in a real-time preview. Each time a change is made to the model, a corresponding GLSL shader function is automatically generated. The shader is then compiled, and used to render a real-time terrain preview.
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Dates and versions

hal-01758466 , version 1 (04-04-2018)

Licence

Attribution - CC BY 4.0

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Johan K. Helsing, Anne C. Elster. Noise Modeler: An Interactive Editor and Library for Procedural Terrains via Continuous Generation and Compilation of GPU Shaders. 14th International Conference on Entertainment Computing (ICEC), Sep 2015, Trondheim, Norway. pp.469-474, ⟨10.1007/978-3-319-24589-8_42⟩. ⟨hal-01758466⟩
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